Shepard Quest Mk VI, Technological Revolution

[X] More research is required. (100 Point Research Project: Dream Entertainment Drugs)

[X] Sure, you're proof enough that people can be that good.
-[x] Ask Williams opinion and change your choice if he thinks it's bad one.
 
On the other hand, exact known results are somewhat immersion breaking. Some sort of vagueness is ok, I would say.
For example I do not understand the difference between Advanced Alloys and Super Alloys. Because we are speaking here about near space-magic stuff and 'Materials advanced to near bullshit levels.' does not help much either. The second I know right now is the reactor MK2. They are kind of stop-gab but they do something as well.
The SA thanks you for the information. As for what they want they'd like a ship or ships that can be cheaply produced so that they can be stationed at the various colonies to defend against pirates. Quality, in this case cannot make up for the quantity of SA space and the SA will need many more warships. That said warships already take up a massive amount of the SA budget... they don't have tons of extra money to spend. Also if the design or designs that could be licensed out to the various shipyard in the SA would be good too.
Can we use modularity and super alloys (which were described as cheap [is that a property to give?]) to design a frigate that can be build very fast and cheap? The largest part would be the spiral cannon and nearly all other could be outsourced to private companys. The scince magic here would be in fitting all those part together.
Do we need a write-in in the form of the Gladius or can we 'just' take the design of an used and 'modern' frigate and twist it a bit to make it easier and cheaper to build. Given that 90% of its price is the E-Zero core I don't see much room for improvement or would the 'Multi-Core' research lower the amount of E-Zero needed for the core?
Sadly omni-tools as is on the market can't project a blade of any real strength for very long. Even for military models. The power cell strength and eezo amounts are too low. You could add a blade projector to a omni-tool, but that kind of defeats the point. You'd need a better omni-tool before people can just tap the DES Blade app and open doors.

That said there is interest in adding the blade to the tool kits of some soldiers and the military is happy to buy military grade blades.
Now that we have the super alloys we could made some nice military versions to handle these problems.
A new line of PI Omni-Tools! Now we just need a name and all the BS we want to put into it!
 
For example I do not understand the difference between Advanced Alloys and Super Alloys. Because we are speaking here about near space-magic stuff and 'Materials advanced to near bullshit levels.' does not help much either. The second I know right now is the reactor MK2. They are kind of stop-gab but they do something as well.
But do you know the difference between the 5, 10 and 500m mechs?
 
There are a few things I would like some player commentary on:
1) How far should I go with the CKII stuff? Should I just uses the actions per catagory thing or should I go and add in the scores for each category and advisers and stuff.

2) Should I keep the existing character sheet and stuff? Or should I do something else for events that have Revy personally engaged? (Like if we go far into CKII land I could base it off of that)

3) What can I do to make planning the research easier (That doesn't break the research system mind).

4) Should I let the players design most of the actions or should I present a few in advance?

5) Anything else you thing that would make everything simpler, but not make things less fun.

6) How should I break up the Updates? Currently It's Resolve>New Events/News>Plan But we could do Plan Part 1>Resolve Part 1>Plan Part 2>Resolve Part 2>New Events>Resolve Events (if needed). Or any number of other options.

I may toss up a survey at some point.

Also I'm going to do something with the combat system but I'd like to get some data from here first.

I things will not be doing (unless everyone wants me to):
1) Dice chaos, chances are most action will resolve the same way they do now. I do roll dice for some of the events to in form the flavor of that section of the update, but many things will be a simple case of players say we do Y and I say okay you do Y, and here are the consequences (good or bad) you notice. I like to think I have an okay grasp on basic probability I passed STAT 300 after all. If I'm going to be tossing dice around that could have drastic effect I'll let you know in advance.

2) No player developed options/actions/choices.

Anyway feel free to comment and vote. There's like two minor votes and hopefully we can figure out how to get this quest rolling again.
1) I am not familiar enough with CKII to meaningfully comment here, but I can offer a general advice: first, decide what your goal is. The goal here, as I see it, is to simplify the system, while retaining the flexibility and ability for players to go beyond presented options.
2) You could definitely keep it - the game happens on several levels, and for the personal level stuff this seems to work
3) ...I'm not sure what the problem with research is, really. If anything, I would say it could stand to be made more complex (and I have some ideas I think are neat that I would like to run by some math majors and statisticians if any are present here) to better represent the game events and the roles of research heroes. At the moment the only issue with planning research is that we have a multi-year long plan already.
4) Some basic pre-made possiblities would be nice, if that's not too much work, but you should definitely give players the ability to come up with ideas from scratch
5) Not really sure. The main issue is balancing the ability to do special inventive stuff with the sheer complexity of it all.
6) Seems to work for now.

On the subject of the update:
1) Alliance wants a lot of cheap ships. On one hand it's good they realize their tactics don't work, and it shows the effects of our eariler actions. On the other, it goes somewhat against our paradigm of technological superiority. So, I propose a third path: instead of making cheap ships, cheapen the expensive ones. @Hoyr , how much research would it cost us to revamp ship manufacturing processes based on hyper modularity and super materials? Maybe make a fully-automated ship building system? Or at least material processing one. We have virtually unlimited energy, arbitrary material properties, and hyper-modular design principles. Taking those one step further and combining them to massively cheapen the overall manufacture should be doable, and should also introduce much more flexibility to the design. Second thing to develop is automated repair systems for the ships, to lower the costs of maintenance.
2) I see we read the classical Girl Genius comics. And is that Garrus there? Nah, too unlikely.
3) The guy. Yeah, sure, he might be a plant, but we pretty much have to hire him, if we are to be fair. Though I suspect that he comes from the same source as the biotic super soldier we fought before. Hmm... Are we doing mandatory health check ups for our employees?
4) The aliens that sold us drugs... Yeah, they are quite interesting. I wonder what's up with them. Great work there!
5) Can we vote on more than presented here (always forget this)? I wanted to talk to Williams. The idea of basically taking a ship and building a colony around it comes back to the medieval "castle and a village around it; people hide in the castle during siege". It's not sustainable with alpha-strike capabilities, or if/when colonies grow beyond a single settlement. Something grander needs to be done. Either designing a transportation system (underground) integrated into the colony, where everyone can get into a central shelter in, like, five minutes from wherever they are (I like that idea), or making arcologies capable of housing billions potentially (not everyone would want to live like that), or just drastically redesigning the very idea of the colony. Basically, we might have to expand Williams' goal a bit (a lot).


[X] More research is required. (100 Point Research Project: Dream Entertainment Drugs)
--[X] Focus on long-term, including multi-generational effects they might have, and their possible interaction with other substances
[X] Sure, you're proof enough that people can be that good.
--[X] If he is that good, however... See into honing that brilliance. Hire tutors for him, perhaps? Bringing out the brilliance is what we do.
 
[X] More research is required. (100 Point Research Project: Dream Entertainment Drugs)
--[X] Focus on long-term, including multi-generational effects they might have, and their possible interaction with other substances
[X] Sure, you're proof enough that people can be that good.
--[X] If he is that good, however... See into honing that brilliance. Hire tutors for him, perhaps? Bringing out the brilliance is what we do.
 
[X] More research is required. (100 Point Research Project: Dream Entertainment Drugs)

[X] Sure, you're proof enough that people can be that good.
 
The fact that this commander candidate is brilliant tactician while still young should ring alarm bells. Guy is pretty much Admirall Hackett type and he hasn't been pulled in SA military for star career? Bull, something is wrong here.
 
[X] More research is required. (100 Point Research Project: Dream Entertainment Drugs)
--[X] Focus on long-term, including multi-generational effects they might have, and their possible interaction with other substances
[X] Sure, you're proof enough that people can be that good.
--[X] If he is that good, however... See into honing that brilliance. Hire tutors for him, perhaps? Bringing out the brilliance is what we do.
--[X] It pays to be wary. Run a more thorough background check. If you can't find anything on him, try searching for people using similar tactics. Logs of online championships for various games, for example. Such brilliance tends to show itself somehow. You built a perpetual motion engine for a school fair. He might have broken records and took names in war game tournaments, or written anonymous, but recognisable essays on military attics, or got responsible for a suddenly super competent street gang.
 
The fact that this commander candidate is brilliant tactician while still young should ring alarm bells. Guy is pretty much Admirall Hackett type and he hasn't been pulled in SA military for star career? Bull, something is wrong here.
AFAIK, SA doesn't do conscription. If he doesn't want to join, all they can do is try to make a more attractive offer.
 
[X] More research is required. (100 Point Research Project: Dream Entertainment Drugs)
--[X] Focus on long-term, including multi-generational effects they might have, and their possible interaction with other substances
[X] Sure, you're proof enough that people can be that good.
--[X] If he is that good, however... See into honing that brilliance. Hire tutors for him, perhaps? Bringing out the brilliance is what we do.
--[X] It pays to be wary. Run a more thorough background check. If you can't find anything on him, try searching for people using similar tactics. Logs of online championships for various games, for example. Such brilliance tends to show itself somehow. You built a perpetual motion engine for a school fair. He might have broken records and took names in war game tournaments, or written anonymous, but recognisable essays on military attics, or got responsible for a suddenly super competent street gang.
--[X] Also ask Williams opinion/see if he can run a separate background check or see if he and the SA can find anything on this guy and change your choice if he thinks it's bad one.
 
The fact that this commander candidate is brilliant tactician while still young should ring alarm bells. Guy is pretty much Admirall Hackett type and he hasn't been pulled in SA military for star career? Bull, something is wrong here.
A teenage girl not yet out of high school discovers the Fusion-killer and made it into a power supply for a Power Armor just before a Baratian Rade, then goes on to found a multi-billion credit industry within a couple of months; is amazing at anything loosely categorized as "Hard Science;" and is in the running for "most altruistic person in the galaxy."

[X] More research is required. (100 Point Research Project: Dream Entertainment Drugs)
--[X] Focus on long-term, including multi-generational effects they might have, and their possible interaction with other substances
[X] Sure, you're proof enough that people can be that good.
--[X] If he is that good, however... See into honing that brilliance. Hire tutors for him, perhaps? Bringing out the brilliance is what we do.
--[X] It pays to be wary. Run a more thorough background check. If you can't find anything on him, try searching for people using similar tactics. Logs of online championships for various games, for example. Such brilliance tends to show itself somehow. You built a perpetual motion engine for a school fair. He might have broken records and took names in war game tournaments, or written anonymous, but recognisable essays on military attics, or got responsible for a suddenly super competent street gang.
--[X] Also ask Williams opinion/see if he can run a separate background check or see if he and the SA can find anything on this guy and change your choice if he thinks it's bad one.
 
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TEXT! You have been warned.

These seem to conflict

One of those was under things I will not do thus:
I will not remove all player input on action if you wish to design your own you are free and I'm around to ask.

The other is: Should I offer GM created actions or leave it all up to the players. (Aka less work for me)

1. Actions per category is a good idea to get away from the massive votes that the quest has generated in the past. Scores are only nessecary to influence rolled dice but you already stated that you do not want to roll overall that many. Having the scores (or setting them at the moment) for the stats that are needed should be enough (like our Krogan researcher that was a bit to slow to kick some ass).
The harder question is what the categorys are and how many actions each will get.

Actually the score could be used to inform the number of actions, which is the main reason I considered using them.

4. That is a troubelsome question. To make writing the updates easier I would recommend to give the possible actions to vote on. That way you would not have to deal with votes that do something out of the left field (like the ones that lead to the current situation).
By acepting write-ins you can cover the angels you did not thought about. The extend to the write-ins can be limited (look at all the specified under-points of actions of the current vote) but that is more of a thing of what you want.
By giving a few actions in advance you can even steer the directions as those actions will always be discussed.

Ah you see I come from a strongly ad-libbed school of GMing I have plan but I'm always interested in the crazy stuff players come up with an if you out think me and its in character its all good. I'm less worked about you doing crazy or unexpected things than I am about giving you to powerful tools.

Generating the actions maybe more work as I have to deal with all the fiddly bits that the players currently do instead!

I could suggest possible plans with out detail, but that may not help.

On the other hand, exact known results are somewhat immersion breaking. Some sort of vagueness is ok, I would say.

I'd argue it too predictable now. I'm mainly concerned with the complexity of RP/dice assignment. AKA making the act of coming in, looking at the available dice/RP, looking at the tech and setting up a plan easier. It maybe simple enough as is. I just look at the dice summary every time and thing, well that looks complicated, will that scare anyone off?

For example I do not understand the difference between Advanced Alloys and Super Alloys. Because we are speaking here about near space-magic stuff and 'Materials advanced to near bullshit levels.' does not help much either. The second I know right now is the reactor MK2. They are kind of stop-gab but they do something as well.

I believe Yog was speaking about the dice results for research not the tech results themselves.

The reason I didn't give details summary is it's MatSci its complicated and its pretty much everything.

Sadly the combat revision is pending so I can't give you numbers, but say units are ~20% (???) better than ME base line at no extra cost and you could spend more money to make them even better?

Actually consider that a general rule of thumb for most item using this stuff...

If you want to be detailed about a material for an omake or a design, I guess ask me for now.

Can we use modularity and super alloys (which were described as cheap [is that a property to give?]) to design a frigate that can be build very fast and cheap?

Yes "Cheap" is a property that you could give. The material from the update has the property "does not use rare materials" and "Industrial superconductor". It looks kinda like jello because I was thinking of areogels at the time.

So yes you could make "Cheap" materials with roughly equivalent performance to existing materials and use that to cut the cost of ships.

Do we need a write-in in the form of the Gladius or can we 'just' take the design of an used and 'modern' frigate and twist it a bit to make it easier and cheaper to build. Given that 90% of its price is the E-Zero core I don't see much room for improvement or would the 'Multi-Core' research lower the amount of E-Zero needed for the core?

Generally speaking a design omake is enough. Don't worry overly much about fine details unless your bored or obsessive. A general outline of what you want that I can look at and use in writing is fine. Alternatively if you can't into ship design, you could ask me to write one up, I won't claim to be amazing at it.

Multi-core actually tends to do the opposite, it puts more eezo in a ship so you can do some silly tricks and thus get around the discharge issue.

As it stand you can reduce the core cost by reducing the max FTL speed. You can do some fancy tricks with repulsors that makes it so that the effective speed is actually quite high. Imagine if you will a triangle (isosceles so the two sides other than the base are the same) and a rectangle that have the same base and the same area. The rectangle will have a lower height. In this picture the height is the top FTL speed achieved and the area is the distance covered (the length of the base is time). As you can see same distance, but lower top speed. Standard ME drives act like that Triangle. Repulsion equipped craft act more like that rectangle.

If need I could google doc up a picture or something if that doesn't explain it.

TL;DR: Repulsors mean you can get the same effective performance from a weaker core.

@Hoyr , how much research would it cost us to revamp ship manufacturing processes based on hyper modularity and super materials? Maybe make a fully-automated ship building system? Or at least material processing one.

Your existing methodology is already pretty good. I've been working with the idea that you should find a researcher that does those sorts of things.

1) I am not familiar enough with CKII to meaningfully comment here, but I can offer a general advice: first, decide what your goal is. The goal here, as I see it, is to simplify the system, while retaining the flexibility and ability for players to go beyond presented options.

Sort version you have categories. Your leader has scores in those categories. Those scores effect your actions in those categories (# actions, effect of action, chance of success, etc). You can effect those scores via training/modifying leadership traits, hiring advisers and other things.

5) Can we vote on more than presented here (always forget this)?

Normally I would be okay with that though preferably in the "Plan" phase, but preferably not right now while I'm trying to rejigger things.

On a side note look at that vote grow! :p

I wanted to talk to Williams. The idea of basically taking a ship and building a colony around it comes back to the medieval "castle and a village around it; people hide in the castle during siege". It's not sustainable with alpha-strike capabilities, or if/when colonies grow beyond a single settlement.

The idea comes down to the fact that a warship is equipped to defend against another warship. It's going to have the shields, armor, guns and other bits for such a fight. A colony that has enough defenses is going to have warship grade shields, armor, guns and other bits. Simple way to get that done? Land a warship near by and fiddle with it's shields so they cover a larger area.

The idea is some what an over simplification and would work for early colonies more so than highly developed ones. Shield help deal with the alpha strike thing, but yeah you'd need more defenses (ships) as the colony grew. It's also kinda expensive. It's in part a way of explaining the problem with making a "safe" colony in simple terms.

Alternatively you could think of a safe colony as a warship that was never meant to fly.

If you wish you can talk to me and I can tell you what Williams would say. He'd mostly agree with what you said.

Actually you can do that for just about any short conversation with anyone you could reasonably contact. We work on a quarter scale so minor stuff like that can be handled by talking to the GM. Of course sharing secrets or conversations player might not want to have and the like would require votes.

The fact that this commander candidate is brilliant tactician while still young should ring alarm bells. Guy is pretty much Admirall Hackett type and he hasn't been pulled in SA military for star career? Bull, something is wrong here.

He claims he wasn't interested in military service before. He worked to organize the colony's logistics before.
 
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Quick reactions:

First: am I the only one who thinks that Dream Drugs are kind of a waste of RPs? We have some major priority targets for research, all of which need to be done like right now: Flawless BB, QE Comms, Advanced Xeno. We don't really have the time to go searching down dead ends like super-LSD.

Your initial demos go well and attract a lot of attention from the Independent community. You see some success in encouraging the idea of human expansion, but your fighting the increased fear of alien aggression and a sort of cultural laziness that it sadly common in Earth dwelling humans.

The product attracts a fair amount of attention from the Asari as the concept appeals to many maiden's hearts. Other races' more independently minded elements also show an intrest.
Well, I'm not really considering the idea of a majority, or even a solid plurality, of people adopting the highly-mobile lifestyle, but even 5% of Earth's current 11 billion population is 550 million new colonists; that ought to be enough to juice Earth's economy pretty well. Good point about the Asari, too; I kind of wanted humanity to be the big benefactors here, but the Asari should be major beneficiaries too.

The SA thanks you for the information. As for what they want they'd like a ship or ships that can be cheaply produced so that they can be stationed at the various colonies to defend against pirates. Quality, in this case cannot make up for the quantity of SA space and the SA will need many more warships. That said warships already take up a massive amount of the SA budget... they don't have tons of extra money to spend. Also if the design or designs that could be licensed out to the various shipyard in the SA would be good too.
Ooh, maybe time for my Classis Histrica line of frontier patrolling ships?

You put extra effort into enforcing the isolation of the biotech division. The action is meet with some questions, there are no Litinana working there. Or should that be there, yet? Conrad is thankfully far more interested in physics than biotech. Only time and any enemies will tell if your modifications were of any use.
Ah, guess I was assuming they'd be sending a team. Oh well, good idea regardless, given that the people on the other end of the line seem to be overly grabby in the IP department.

There is not much really stopping such a project. Just a lack of reasons to do it. The Quarians aren't well liked so its not worth much politically. In addition, you'd have to convince the Quarians some how. While the Quarian have a lot of technical expertise they lack the industrial base to use it and there are plenty of humans around that can do much the same and could use jobs to. Of course there's the fun technical hurdle of government of the territory, seeing as it would be solidly with in SA space and possibly on a SA planet. If a company, country or similar group owned a planet they'd be free to do something like that, the SA government as a whole is unlikely initiate such a project this time though.
Emphasis mine. Erm, I thought the whole point was that the tech that Quarians have been using for centuries is, for humanity, literally only been introduced to our species in the last ten years? Given how new the field is to humanity, any human who understands ME physics well enough to be a ship tech or work in a ship factory should be able to name their price at any of a hundred companies. The reason I've been looking to hire Quarian is that they already know the tech that humanity is still coming to grips with, and they're used to working on a shoestring.


Onto more CKII discussion:

1) How far should I go with the CKII stuff? Should I just uses the actions per catagory thing or should I go and add in the scores for each category and advisers and stuff.

2) Should I keep the existing character sheet and stuff? Or should I do something else for events that have Revy personally engaged? (Like if we go far into CKII land I could base it off of that)
I guess this sort of depends on how important dice and chance are going to be in the quest. If we're sticking with largely RP/narrative results then there's less of a point in putting stats on everything/everyone.

3) What can I do to make planning the research easier (That doesn't break the research system mind).
I guess I'm a bad person to contribute to this part of the discussion, as I see research die allocation to be the easiest part of writing up a plan, far easier than coming up with a suite of company actions.

4) Should I let the players design most of the actions or should I present a few in advance?
Sure, why not?

So... We are at programmable matter stage. Space wizardry at its best. I'm guess "real time programmable matter" is next or at least somewhere down the line of that tech tree.
"Transformation Systems" probably has some of this in it, as well as "Unobtanium"
 
Emphasis mine. Erm, I thought the whole point was that the tech that Quarians have been using for centuries is, for humanity, literally only been introduced to our species in the last ten years? Given how new the field is to humanity, any human who understands ME physics well enough to be a ship tech or work in a ship factory should be able to name their price at any of a hundred companies. The reason I've been looking to hire Quarian is that they already know the tech that humanity is still coming to grips with, and they're used to working on a shoestring.

Twenty six years if I have my math right. Though its ~16-17 for the Citadel standard version of most of the tech, that said humanities' old stuff was good enough to give the Turians a bloody nose. I figure that's long enough to get trained professionals even if you have to use foreign teaching systems for the first teaching cycle.

It's largely a scale thing. There are 17 million Quarians IIRC. There are 13 billion humans. The number of human certified mechanics, not engineers, mechanics roughly equals the Quarian population. The number of human scientists and engineers is more than fifty times their entire population (And those are using current day figures)

There are Quarians worth hiring, hell a fair number of them, but the nature of Quarian society means they are in the fleet; hiring them requires hiring (or finding employment for) at list their ship if not the whole fleet.

Most business are of the opinion that it's far easier to hire a human, train a human or hire an alien expert that will respond to job advertisements. Obviously the military is usually restricted to the human options.

If you got the Quarians looking for jobs in SA space you could probably get most of them decent if not good or even great jobs. The trick is getting them to look, it's just not worth the effort when there are people looking.

I think that makes sense.
 
Your existing methodology is already pretty good. I've been working with the idea that you should find a researcher that does those sorts of things.

Sort version you have categories. Your leader has scores in those categories. Those scores effect your actions in those categories (# actions, effect of action, chance of success, etc). You can effect those scores via training/modifying leadership traits, hiring advisers and other things.[/QUOTE]
This seems reasonable.
The idea comes down to the fact that a warship is equipped to defend against another warship. It's going to have the shields, armor, guns and other bits for such a fight. A colony that has enough defenses is going to have warship grade shields, armor, guns and other bits. Simple way to get that done? Land a warship near by and fiddle with it's shields so they cover a larger area.
It is simple, but a specialized installation, taking advantage of stuff warships don't have access too, such as ground and water reservoirs for cooling and potentially natural shielding, the fact that its shields don't have to cover the whole 360 degrees, the need to defend and retaliate against indirect fire, ie to account for existence of horizon, the stationary nature of the installation - all those introduce strong difference from starship designs.

In principle, however, yes, its simpler to start a colony by landing a ship there as a core building of new habitation.
The idea is some what an over simplification and would work for early colonies more so than highly developed ones. Shield help deal with the alpha strike thing, but yeah you'd need more defenses (ships) as the colony grew. It's also kinda expensive. It's in part a way of explaining the problem with making a "safe" colony in simple terms.
So, yeah, an initial design point to work from. Let's see how Williams is able to design the whole system eventually, with algorithms and protocols for structured colonial expansion.
Alternatively you could think of a safe colony as a warship that was never meant to fly.
Hyper modular constrction should be really helpful there, shouldn't it?
He claims he wasn't interested in military service before. He worked to organize the colony's logistics before.
So, look up profit margins and efficiency reports and civilization players' top rankings.
"Transformation Systems" probably has some of this in it, as well as "Unobtanium"
How the hell did I forget all about transformation systems? Damn, we need more research! Full forward towards signularity!
 
It is simple, but a specialized installation, taking advantage of stuff warships don't have access too, such as ground and water reservoirs for cooling and potentially natural shielding, the fact that its shields don't have to cover the whole 360 degrees, the need to defend and retaliate against indirect fire, ie to account for existence of horizon, the stationary nature of the installation - all those introduce strong difference from starship designs.

Oh yes terribly so. The safe colony==warship is not necessarily something to take literally (though you can). It's meant to be an illustrative example. You could say a safe colony needs to be able to fight off warships, but saying to make a colony safe you basically have to park a warship there gets the idea across better.

How the hell did I forget all about transformation systems? Damn, we need more research! Full forward towards signularity!

Weee!

Also your quote got broken somehow.

So, look up profit margins and efficiency reports and civilization players' top rankings.

Surviving information indicates that the colony was experiencing steady, abet slow growth and some one there knew what they were doing.

There are some fragmented records of the delaying action Andrew organized around.

Ah Civ... yeah that's probably still around in some form. The games with scores his public profile (aka space future facebook) you can see show a tenancy to master them quickly and then leave them barring DLC/Updates. It looks like he only started using this profile about three years ago.


Hmm... people noticed the two of the three reference I recall using, but not the third that's odd.
 
[X] More research is required. (100 Point Research Project: Dream Entertainment Drugs)

While I'm picking the Research Project it's because I don't think it's wise to start selling drugs we no little about to either hospitals or the general population. We have no idea what kind of side effects or hidden things could be inside. For all we know this could be an Aschen like plot.

That being said I don't think it's worth actually researching anytime soon. Seriously we are looking at a profit somewhere in the three hundred billion credits range this quarter. 250m per quarter is pocket change.

[X] Sure, you're proof enough that people can be that good.

He is probably a Cerberus plant. Thing is that doesn't really matter so long as he doesn't allow it to interfere with his job. Fundamentally there isn't really anything wrong with Cerberus' philosophy. By virtue of simple biology and cultural conditioning aliens are going to look out for themselves first and other races second. As the The Killing Star said:
1. THEIR SURVIVAL WILL BE MORE IMPORTANT THAN OUR SURVIVAL.
If an alien species has to choose between them and us, they won't choose us. It is difficult to imagine a contrary case; species don't survive by being self-sacrificing.

That being said while the fundamentals of their philosophy are fine the execution we see in the game was generally terrible.


3) What can I do to make planning the research easier (That doesn't break the research system mind).

Well a simple solution would be changing research to being straight RP based. It does eliminate the randomness factor of dice but we've basically eliminated that on our own anyway.

So for example here would be some RP values:

Revy = 350RP
Conrad = 25RP
Gaven = 50RP
Mordin = 50RP

Lab 1 = 200RP
Lab 2 = 350RP
Lab 3 = 550RP

Research 1 = 30RP
Research 2 = 50RP
Research 3 = 70RP

Elysium = 0.15*(200+350+30+50) = 100RP

Then we can just freely assign the RP out of a pool, much like how omake RP is dealt with.
 
Ah Civ... yeah that's probably still around in some form. The games with scores his public profile (aka space future facebook) you can see show a tenancy to master them quickly and then leave them barring DLC/Updates. It looks like he only started using this profile about three years ago.
hmm i'm getting the idea that either he is an actual genius or he's a savant or is artificial in some way.
 
With regards to the system reform I would suggest something similar to Imrix's Ultuan quest influence mechanics rather than straight CKII options. With influence we have a pool of resources/influence/attention that we allocate out to CKII style actions each turn without specific limitations to spending in a catergory.

It would retain most of the flexibility of the current system and since this quest runs mostly on rp/narrative informed by stats it should avoid dice crazieness, while simplifieing things for Hoyr since he can use CKII style actions and results. It also avoids the CKII action bottleneck, which can artificially reduce the amount of critical stuff that gets done, since there is not a per category action limit, simply an overall limit.

On our prospective new employee if he is Cerberus that isn't neccesarily a terrible thing, as has been noted Cerberus's problem has always been they were morons and/or indoctrinated not that their goals where completely wrong. Though long term the racial us vs them mindset does need to be reduced, as the current racial factoinalism is just causing too many problems and too much corruption.
 
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With regards to the system reform I would suggest something similar to Imrix's Ultuan quest influence mechanics rather than straight CKII options. With influence we have a pool of resources/influence/attention that we allocate out to CKII style actions each turn without specific limitations to spending in a catergory.

It would retain most of the flexibility of the current system and since this quest runs mostly on rp/narrative informed by stats it should avoid dice crazieness, while simplifieing things for Hoyr since he can use CKII style actions and results. It also avoids the CKII action bottleneck, which can artificially reduce the amount of critical stuff that gets done, since there is not a per category action limit, simply an overall limit.
Just linking it ( Unless there are two) to save people having to google it like me.
Ulthuan Quest
 
How the hell did I forget all about transformation systems? Damn, we need more research! Full forward towards signularity!
Don't forget that omni-gel is itself pretty much programmable matter, and is perfectly suitable for most low-tech 3d printing applications. The only drawback is it just doesn't have the tolerances for most of the high-energy, high-strength stuff we're doing, otherwise we wouldn't need factories at all.
Twenty six years if I have my math right. Though its ~16-17 for the Citadel standard version of most of the tech, that said humanities' old stuff was good enough to give the Turians a bloody nose. I figure that's long enough to get trained professionals even if you have to use foreign teaching systems for the first teaching cycle.

It's largely a scale thing. There are 17 million Quarians IIRC. There are 13 billion humans. The number of human certified mechanics, not engineers, mechanics roughly equals the Quarian population. The number of human scientists and engineers is more than fifty times their entire population (And those are using current day figures)

There are Quarians worth hiring, hell a fair number of them, but the nature of Quarian society means they are in the fleet; hiring them requires hiring (or finding employment for) at list their ship if not the whole fleet.

Most business are of the opinion that it's far easier to hire a human, train a human or hire an alien expert that will respond to job advertisements. Obviously the military is usually restricted to the human options.

If you got the Quarians looking for jobs in SA space you could probably get most of them decent if not good or even great jobs. The trick is getting them to look, it's just not worth the effort when there are people looking.

I think that makes sense.
It does make sense; on the other hand we have the SA on one side clamoring for more ships and more competent ship's crews to protect their colonies, and on the other hand we have the Quarians who have a huge number of ships, but an even greater need for a place to land so they can stop overcrowding them with their civilian population and as a result slowly dying as a species. In that crack of need, I see opportunity.

Now, those ships are themselves underpowered and kind of clunky; on the other hand, Paragon Industries has a factory going up next quarter that can produce 50 petawatts of generating capacity per quarter (3,000,000 Production / 0.3 Prod/reactor * 5 GW/reactor). It seems to me that, between the three of us--the Systems Alliance Navy, Paragon Industries, and the Migrant Fleet--that something very interesting can be set up, very quickly, should all sides be able to come to an agreement.
 
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[X] More research is required. (100 Point Research Project: Dream Entertainment Drugs)
--[X] Focus on long-term, including multi-generational effects they might have, and their possible interaction with other substances
[X] Sure, you're proof enough that people can be that good.
--[X] If he is that good, however... See into honing that brilliance. Hire tutors for him, perhaps? Bringing out the brilliance is what we do.
--[X] It pays to be wary. Run a more thorough background check. If you can't find anything on him, try searching for people using similar tactics. Logs of online championships for various games, for example. Such brilliance tends to show itself somehow. You built a perpetual motion engine for a school fair. He might have broken records and took names in war game tournaments, or written anonymous, but recognizable essays on military attics, or got responsible for a suddenly super competent street gang.
--[X] Also ask Williams opinion/see if he can run a separate background check or see if he and the SA can find anything on this guy and change your choice if he thinks it's bad one.
 
Don't forget that omni-gel is itself pretty much programmable matter, and is perfectly suitable for most low-tech 3d printing applications. The only drawback is it just doesn't have the tolerances for most of the high-energy, high-strength stuff we're doing, otherwise we wouldn't need factories at all.
Obviously, that means we need to research better omnigel.
 
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